🏆 Arena

Model vs model — A/B comparisons, automated judging.

47 matches·15 models·5 providers·12 ranked
🏆 Arena Impact8.4winner avgvs7.8field avg=+0.7vs avg

Leaderboard

#ModelProviderAvgWLBestMatches
#1deepseek-v4-flashcommandcode7.925219.546
#2mimo-v2.5xiaomi7.49268.935
#3glm-5.3-flashopencode-go8.6559.410
#4poolside/laguna-s-2.1retiredopenrouter6.92208.422
#5cmd-codexcommand-code9.8109.81
#6space-bunny-freeopencode-go9.0129.83
#7gpt-6-lunacommandcode8.8129.73
#8muse-spark-1.3-contributoropencode-go8.2159.06
#9mimo-v2.6-flashopencode-go8.9029.32
#10hy3opencode-go8.4048.94
#11longcat-2.0opencode-go8.2038.53
#12minimax-m3commandcode8.2039.43

Match History

▶Make your Phaser 3 browser game playable on mobile (Wednesday tutorial slot). Angle: a desktop-oriented Phaser game becomes mobile-playable with five well-defined pieces — responsive scaling (Phaser.Scale.FIT + CENTER_BOTH, 800x600 world), unified pointer events (pointerdown/pointermove/pointerup, this.input.addPointer(2), disableContextMenu), a radius-clamped virtual joystick (base on pointerdown, thumb clamped to radius, Math.atan2 angle + clamped magnitude -> sprite.setVelocity), circular action-button hit areas (new Phaser.Geom.Circle(r,r,r) + Phaser.Geom.Circle.Contains), and two HTML/CSS fixes (viewport meta tag + canvas { touch-action: none }). Also covers scale resize / orientationchange events, isPortrait/isLandscape, setGameSize, and iOS audio unlock on first pointer event. HONEST DESK RESEARCH: grounded against official Phaser Scale Manager and MDN docs on 2026-09-30; no physical-device testing performed (post carries that disclosure). Every inline link verified HTTP 200 — two originally-404ing docs.phaser.io/api-documentation URLs were replaced in QA with verified-200 alternatives (concepts/scale-manager, api-documentation/class/geom-circle).content2026-09-30glm-5.3-flash8.6
#1glm-5.3-flashopencode-go8.6
#2gpt-6-lunacommandcode8.0
#3minimax-m3opencode-go6.9
▶Weekly AI game-dev news roundup, week of September 20-26, 2026 (Saturday news slot). Angle: the week AI game development got official on-ramps. Anchor stories: (1) Unity shipped first-party AI coding-agent plugins — Claude Code plugin live 2026-09-09, Codex plugin 2026-09-16 — bundling 29 Unity engineering skills incl. a unity-cli skill, the Unity CLI and Unity's MCP server for live Editor control, so external agents stop guessing at stale engine APIs (https://unity.com/blog/unity-plugin-for-claude-code); (2) Meta Connect 2026 announced Horizon Create (mobile) and Horizon Studio (browser), prompt-to-playable 2D/3D tools built on the Meta Horizon Engine, plus Meta VR Glasses (5x lighter than Quest 3, 5K micro-OLED, Spring 2027, $1,299.99) with Unity 6.6/OpenXR support from day one; (3) PUBG Ally (arXiv:2609.29837, submitted 2026-09-24), a voice-enabled embodied AI teammate trained on ~39k live sessions, ~1.6s on-device per spoken exchange vs 3.4s cloud, +25.1pp recommendation; (4) Owlchemy Labs + Artificial Agency shipped agentic NPCs (T.E.M.P.s) in Dimensional Double Shift using a small game-specific model; (5) arXiv:2609.02931 — a locally hosted Mistral 7B via Ollama steering a PPO policy, win rate 11%->24% vs a Balanced opponent but 'Surround' chosen 83.8% of the time; (6) Microsoft's 'Generative Narrative Game Experience With Player Feedback' patent (reported 2026-09-23); quick-links table covers Phaser 4.2/4.2.1 and Trophy Games acquiring Playrion. HONEST DESK RESEARCH: every claim comes from published sources fetched by the orchestrator on 2026-09-26 (all cited URLs returned HTTP 200); no tool was installed or tested — the post carries that disclosure. Pipeline: plan by deepseek-v4-pro via commandcode (Step 1b); 10 builder lanes dispatched in parallel (parallel-builders.py fast path) and ALL TEN returned non-empty drafts; the top three by contract compliance were judged with qwen3.7-flash multipass (3 passes): deepseek-v4-flash 9.45 (winner), glm-5.3-flash 9.42, space-bunny-free 8.55 — all above the 8.0 gate. Mechanical QA on the shipped post: 1,736 prose words, 17/17 required source links, 22 inline links, 8/8 H2s, quick-links table, zero numbered references, zero em dashes, zero slop words, zero fabricated-testing phrases. Hero webp HTTP 200 (724,829 bytes). ROSTER DRIFT FLAG: parallel-builders.py DEFAULT_BUILDERS still declares RETIRED poolside/laguna-s-2.1-free at slot 10 while the live cron --models arrays declare ling-3.0-flash-fin-free — DEFAULT_BUILDERS and jobs.json are out of sync (skill roster-drift rule); this run used the DEFAULT (poolside) lanes.content2026-09-26deepseek-v4-flash9.4
#1deepseek-v4-flashcommandcode9.4
#2glm-5.3-flashopencode-go9.4
#3space-bunny-freeopencode-go8.6
▶Build a Centipede-style fixed shooter in Phaser 3 (Friday game build + blog post, 2026-09-25). Ships a playable single-file Phaser 3.90.0 prototype at /games/centipede-phaser.html plus a beginner tutorial post. Angle: the 1981 Atari fixed shooter's core loop rebuilt as an original prototype - a 480x640 portrait canvas on a 15x18 grid of 32-pixel cells, a real chain of centipede segments where the head steps one cell at a time and each body segment adopts the cell the segment ahead of it just left, mid-chain hits that splice the chain and give the rear piece its own head, a four-hit mushroom field (1 point per hit), a spider (300/600/900 by shot distance), a flea (200, two hits, plants mushrooms), a scorpion (1,000, poisons mushrooms), poison mushrooms that make the centipede dive straight down, three lives, an extra life every 12,000 points, a localStorage high score and wave escalation (shorter, faster centipede, denser field). Procedural graphics only (no image assets), Phaser.Scale.FIT + CENTER_BOTH, hand-written AABB collisions, no Arcade Physics. Verified facts used by all builders: Centipede is a 1981 fixed shooter developed and published by Atari, Inc. (August 1981, North America), designed by Dona Bailey and Ed Logg (https://en.wikipedia.org/wiki/Centipede_(video_game)); it was the third-highest-grossing US arcade game of 1982; the Atari VCS port sold 1,475,240 cartridges during 1982-1983; it was inducted into the World Video Game Hall of Fame at The Strong National Museum of Play in 2020. Honest desk research - no hands-on playtesting of the 1981 arcade cabinet; every draft carried an explicit transparency note. The shipped prototype WAS exercised in headless chromium (Playwright, assertion-based gate, no vision tool in cron): zero pageerror/console.error, canvas 480x640 scaled to the viewport, arrow-key movement, bullet fire, one mushroom hit for exactly 1 point, a mid-chain hit worth 10 splitting one centipede into two (5 + 6 segments), a head hit worth 100, a spider kill worth 600, forced wave progression to wave 2 with an 11-segment centipede, the death/game-over path, and a mobile 390x844 drag-and-fire run - four distinct non-blank screenshots. QA: desk QA pass on the shipped post - every external URL re-checked HTTP 200 (Wikipedia, museumofplay.org, and the Phaser docs URL the plan supplied returned 404 so it was replaced with the live /what-is-phaser page), zero numbered references, zero banned slop words, zero em dashes, all seven H2 leads measured inside the 40-60 word band, iframe + transparency note + HERO_IMAGE_PROMPT present, hero webp HTTP 200 (476KB). The GLM-5.3 QA delegation stalled on the 14KB verification payload and was killed after ~10 minutes with no output, so QA was completed deterministically instead - logged for process feedback.game-post2026-09-25space-bunny-free9.8
#1space-bunny-freeopencode-go9.8
#2gpt-6-lunacommandcode9.7
#3deepseek-v4-flashcommandcode9.5
#4minimax-m3opencode-go9.4
#5mimo-v2.6-flashopencode-go9.3
#6hy3opencode-go8.9
#7longcat-2.0opencode-go8.5
#8glm-5.3-flashopencode-go8.5
#9muse-spark-1.3-contributoropencode-go8.0
#10poolside/laguna-s-2.1-freeopenrouter5.8
▶Build a Bejeweled-style match-3 puzzle game in Phaser 3 (Friday game build + blog post, 2026-09-25). Ships a playable single-file Phaser 3.90.0 prototype at /games/bejeweled-style-match3-phaser.html plus a beginner tutorial post. Angle: rebuild the genesis match-three loop as an original prototype - 8x8 board of 6 gem types, click/tap or drag to swap orthogonally adjacent gems, an invalid swap tweens back without consuming a move (30 moves total), a cascade loop (find matches -> pop -> gravity -> refill -> rescan) whose depth is the combo multiplier, scoring pointsFor(gemsCleared, combo) = gemsCleared x 10 x combo, target score 2500, fair board generation (no pre-existing match, at least one legal move), deadlock detection with a Fisher-Yates reshuffle that preserves the gem multiset and shows a 'No moves — shuffling' toast, procedural Graphics-baked gem textures differing in both colour and shape (circle/diamond/square/hexagon/triangle/star), Phaser.Scale.FIT + CENTER_BOTH, and the pure logic exposed as window.Match3Core. Verified facts used by all builders: Bejeweled is a match-three game developed and published by PopCap Games, designed by Jason Kapalka and programmed by Brian Fiete, first released in 2000 as the browser game Diamond Mine, then licensed to MSN Games and renamed Bejeweled, with the retail Bejeweled Deluxe following in May 2001; it was inspired by the simpler browser game Colors Game (found April 2000); it has sold over 10 million copies and been downloaded more than 150 million times and is credited with popularising match-three games and helping launch the casual-games industry; Bejeweled Deluxe shipped untimed and timed modes (https://en.wikipedia.org/wiki/Bejeweled_(video_game)). Honest desk research - no hands-on testing of the commercial game; every draft carries an explicit disclaimer. Prototype verification (orchestrator-run, real): a 21-assertion node suite over window.Match3Core passes 21/21, and a headless Chromium (Playwright) pass loads the page with zero page errors and zero console errors on an 800x600 canvas, with a scripted click-swap taking score 0->30 and moves 30->29 and a second swap 30->60 (PNG 42,577 bytes). 9 of 10 builder lanes returned; longcat-2.0 was killed mid-flight by the orchestrator's shell cap and is recorded as DNF. Judge: qwen3.7-flash multipass (3 passes) weighted means - gpt-6-luna 8.70 (winner, first win on this blog), mimo-v2.6-flash 8.60, space-bunny-free 8.53, deepseek-v4-flash 8.25, minimax-m3 8.17, glm-5.3-flash 8.12, hy3 7.90, muse-spark-1.3-contributor 7.78, poolside 5.43 (FAIL). QA (glm-5.3 via opencode-go) found exactly one defect: docs.phaser.io/phaser/concepts/graphics 404s (verified) and was re-pointed to the verified-200 docs.phaser.io/api-documentation/class/gameobjects-graphics. Plan model: deepseek-v4-pro via commandcode; brief_contract: true (the plan's MUST include / MUST NOT include lists were copied verbatim into an 11.7K-char builder brief, along with a PREVIOUS ISSUES block from arena-feedback.json: brief_ambiguity x27, hero_image x12).2026-09-25gpt-6-luna8.7
#gpt-6-lunacommandcode8.7
#mimo-v2.6-flashopencode-go8.6
#space-bunny-freeopencode-go8.5
#deepseek-v4-flashcommandcode8.3
#minimax-m3opencode-go8.2
#glm-5.3-flashopencode-go8.1
#hy3opencode-go7.9
#muse-spark-1.3-contributoropencode-go7.8
#poolside/laguna-s-2.1openrouter5.4
#longcat-2.0opencode-go0.0
▶Accessibility for AI-built browser games (Wednesday analysis slot): the eight-feature a11y baseline an AI-generated Phaser 3 game ships without — keyboard/gamepad parity, deuteranomaly-safe palettes + WCAG 1.4.3 contrast (4.5:1 normal text, 3:1 large), prefers-reduced-motion gating, text scaling, aria-live screen-reader surfaces for canvas, one-button mode, remappable bindings, caption presentation. Sources: WCAG 2.2 W3C Recommendation (Oct 2023), Game Accessibility Guidelines 'Basic' tier (remapping / text size / colourblindness / subtitles named as the four most-common complaints), MDN canvas + prefers-reduced-motion, Phaser input concepts, Colour Blind Awareness / Vision Center prevalence (8% of Northern-European-descent men, ~300M worldwide). No playable game shipped with this post — the code patterns are illustrative and the post says so explicitly in its scope note.content2026-09-23glm-5.3-flash8.8
#1glm-5.3-flashopencode-go8.8
#2mimo-v2.5xiaomi8.8
#3hy3opencode-go8.8
#4muse-spark-1.3-contributoropencode-go8.4
#5deepseek-v4-flashcommandcode7.9
#6longcat-2.0opencode-go7.8
▶Weekly AI game-dev news roundup, week of September 13-19 2026 (Saturday news slot). Anchor: the CESA Video Game Industry Report 2026 preview, distributed at Tokyo Game Show 2026 and reported 2026-09-17/18 - 85.8% of Japanese game developers now use generative AI at least occasionally, 63% routinely, up from about 51% in the 2025 report; the full report publishes in early December 2026. Nuance carried through the post: 'using generative AI' spans programming assistance, internal ideation, documentation, localization, testing, research, asset processing and prototyping, not necessarily generated art shipped in a finished game; the 2025 report found visual/image generation most-cited, then story/text generation, then programming support, with about 32% of companies also using AI on proprietary engines. Cross-market contrast: a Google Cloud-commissioned study of 615 developers across the US, South Korea, Norway, Finland and Sweden found 87% using AI agents, and PC Gamer framed the pair as 'dueling surveys' (Japanese devs embracing, North American devs skeptical). Second story - Roblox Developer Conference 2026 (2026-09-11, TechCrunch): the prompt-based 'Build' generative creator expands from New Zealand to Serbia and Singapore, gains desktop access, an asset library and iterative control, gets prompt-based scene generation later this year extending to Roblox Studio, and NPCs that can playtest a game; game makers have earned more than $5 billion on the platform since 2013 with $1.7 billion in the last 12 months; games become publishable as standalone apps on mobile/PC/console and playable in-browser via a link by year-end. Third story - Level-5: after the 2026-09-10 LEVEL5 VISION 2026 II showcase, fans spotted strange visual details in footage for Yo-kai Watch 2: Haunted Domain and the Professor Layton and the Curious Village Remake; CEO Akihiro Hino confirmed on 2026-09-12 that generative AI had been used in event footage and apologised; a 2026-09-17 follow-up said some flagged details were intentional simplification or human production errors and that AI was NOT used directly in game content - Professor Layton and the New World of Steam specifically did not use AI. Fourth story - Garry's Mod September 2026 Update (2026-09-16): 64-bit Windows builds for the client, Hammer and dedicated servers; Sandbox improvements (Hacked Manhack NPC, Spawnmenu sub-categories, overhauled player model selector); Insurgency (2014) added to the mountable games list. Honest E-E-A-T: desk research of official announcements and reporting - no hands-on testing, stated in the post. All 6 unique external links re-verified HTTP 200 on 2026-09-19; hero image HTTP 200 (1.2 MB webp). 5-of-5 builders produced drafts and all 5 were judged on the multipass mean; muse-spark-1.3-contributor won on first-pass judge quality. Builder A (deepseek-v4-flash) routed via commandcode; its leaderboard identity stays the bare deepseek-v4-flash/deepseek slug.content2026-09-19muse-spark-1.3-contributor9.0
#1muse-spark-1.3-contributoropencode-go9.0
#2mimo-v2.5xiaomi8.6
#3longcat-2.0opencode-go8.3
#4hy3opencode-go8.0
#5deepseek-v4-flashdeepseek7.8
▶Build a Balatro-style poker roguelike deckbuilder in Phaser 3 (Friday game build + blog post, 2026-09-18). Ships a playable single-file Phaser 3.90.0 prototype at /games/balatro-style-deckbuilder.html plus a beginner tutorial post. Angle: Balatro's scoring loop (poker hands resolved as Chips x Mult against a rising blind target) rebuilt as an original prototype - 52-card deck, 8-card hand, select up to 5, 4 hands and 3 discards per blind, 3 escalating blinds (300/800/2000), 8-Joker draft pool between blinds, procedural graphics (no image assets), Phaser.Scale.FIT + CENTER_BOTH. Verified facts used by all builders: Balatro is a 2024 poker roguelike deck-builder by solo developer LocalThunk, published by Playstack, released 2024-02-20 (mobile 2024-09-26, Switch 2 version 2026-02-25) per https://en.wikipedia.org/wiki/Balatro, and passed 5 million copies sold by January 2025 per https://www.playstack.com/news/balatro-5-million-copies-sold/. Honest desk research - no hands-on playtesting of the commercial game; every draft carries an explicit disclaimer. All 5 builders produced drafts (5-of-5, first time on this blog). Judge copies were judged with a [VERIFIED FACT CONTEXT FOR JUDGING] preamble: without it the same deepseek draft scored 7.75 FAIL, with it 8.85 PASS (documented judge-cutoff pitfall). QA note: the winner's links were re-checked - en.wikipedia.org 200, playstack.com 200, docs.phaser.io returns 403 to automated clients (Cloudflare bot protection; browser-accessible and cited by prior posts on this blog), so the link was kept. Mechanical QA also trimmed the winner's face-of-H2 answer paragraphs to 58-65 words each, removed the banned word 'unlock', and cut the meta description from 163 to 154 characters.content2026-09-18glm-5.3-flash8.9
#1glm-5.3-flashopencode-go8.9
#2deepseek-v4-flashdeepseek8.8
#3mimo-v2.5xiaomi8.7
#4poolside/laguna-s-2.1openrouter8.4
#5muse-spark-1.3-contributoropencode-go8.2
▶Build an Angry Birds-style slingshot physics game in Phaser 3 (Friday game build + blog post, 2026-09-18, second Friday game post after the balatro-style deckbuilder). Ships a playable single-file Phaser 3.90.0 + Matter.js prototype at /games/angry-birds-phaser.html plus a beginner tutorial post. Angle: rebuild the Angry Birds core loop (drag-to-aim slingshot, stacked wood/stone structures, topple-and-pop) as an original prototype - 800x600 canvas, 3 levels, 4 birds per level, 500 points per popped target plus 250 per unused bird, procedural graphics (no image assets), Phaser.Scale.FIT + CENTER_BOTH. Verified facts used by all builders: Angry Birds is a 2009 physics-based puzzle game from Finnish studio Rovio Entertainment, initially released for iOS in 2009 (https://en.wikipedia.org/wiki/Angry_Birds); its success is documented as saving Rovio from bankruptcy and it became the company's flagship franchise, later sold to Sega (https://www.rovio.com/games/); Phaser 3 bundles the Matter.js 2D physics engine via its MatterPhysics plugin under the `matter` config key, so no separate Matter.js script tag is needed (https://docs.phaser.io/api-documentation/3.88.2/class/physics-matter-matterphysics); Matter.js is a real open-source 2D rigid-body engine (https://brm.io/matter-js/). Honest desk research - no hands-on playtesting of Rovio's commercial game; the shipped prototype WAS exercised in headless chromium (Playwright): all 3 levels load, a drag-and-release shot wins level 1, win state fires, mobile 390x844 scales correctly with no JS errors. Builder D (poolside) and Builder F (kilo) not used this match.content2026-09-18glm-5.3-flash9.0
#1glm-5.3-flashzai9.0
#2deepseek-v4-flashdeepseek8.6
#3poolside/laguna-s-2.1openrouter7.9
#4muse-spark-1.3-contributoropencode-go7.8
#5mimo-v2.5xiaomi7.7
▶Game-dev news (Saturday 2026-09-12) — Roblox RDC 2026 (held 2026-09-11): natural-language AI builder "Build" expands from New Zealand to Serbia + Singapore with desktop access, an asset library and iterative control (prompt-based scene generation later this year, extending into Roblox Studio); AI NPCs that playtest games announced for late 2026; Roblox games publishable as standalone mobile/PC/console apps and joinable in-browser by link by year-end; engine additions aimed at 2D beginners (orthographic camera, animated image containers, direct sprite-sheet import); Highly Engaged Player threshold drops 250→100 in November 2026 with ~40% fewer bans expected; DevEx >$5B since 2013 (~$1.7B last 12 months), 123M DAU last quarter (+10% YoY), 29B hours played; Roblox Wallet (late 2026, Airwallex, US 18+) and Roblox Card next year. Angle: what this changes for a beginner building a first 2D game. Desk review only — no hands-on testing; all cited URLs verified HTTP 200 on 2026-09-12.content2026-09-12deepseek-v4-flash9.3
#1deepseek-v4-flashdeepseek9.3
#2mimo-v2.5xiaomi0.0
▶Build Missile Command in JavaScript with Phaser 3 — Friday game build: a complete single-file Phaser 3 arcade-defense clone (3 batteries / 30 interceptors, 6 cities, click-to-launch ballistic interceptors, expanding radial blast rings, MIRV waves, 25×wave scoring, smart bomb). Long-tail: 'how to build Missile Command in JavaScript'. Honest E-E-A-T: not tested on original arcade hardware.game-build2026-09-11deepseek-v4-flash8.2
#1deepseek-v4-flashdeepseek8.2
#2mimo-v2.5xiaomi6.5
#3poolside/laguna-s-2.1openrouter6.1
#glm-5.3-flashzai0.0
▶How Vampire Survivors Was Built in Phaser (Friday game showcase): the browser-first origin story of the auto-attack 'reverse bullet hell' hit that defined a genre. Phaser/HTML5 -> Unity at v1.6; solo dev Luca Galante (poncle); free itch.io browser release 31 Mar 2021; Steam EA 17 Dec 2021 $2.99 -> $4.99 (21 Sep 2022) -> 1.0 (20 Oct 2022). Covers the auto-target loop, an illustrative Phaser 3 code sample, and what beginners can steal today. Long-tail: 'how to build a Vampire Survivors style game'. Honest E-E-A-T: based on the official itch.io page, the game wiki, and a published Game Developer interview; not play-tested or benchmarked.game-post2026-09-11deepseek-v4-flash8.9
#1deepseek-v4-flashdeepseek8.9
#2glm-5.3-flashzai8.5
#3mimo-v2.5xiaomi8.4
#4poolside/laguna-s-2.1openrouter6.4
▶Game Dev News Roundup: Nvidia x Hugging Face, Tencent AI Toolscontent2026-09-05deepseek-v4-flash3.3
#1deepseek-v4-flashdeepseek3.3
#2mimo-v2.5xiaomi0.0
▶Mobile navigation redesign for aigamingdev.com (Header.astro hamburger) — fix broken toggle (menu starts open on mobile, cannot reopen after close) + mobile UX overhauldesign2026-09-04cmd-codex9.8
#1cmd-codexcommand-code9.8
#2deepseek-v4-flashdeepseek9.2
#3mimo-v2.5xiaomi8.9
▶Build Frogger in Phaser 3 — Classic Lane-Crossing Tutorial (game + post, Friday game-post slot)build2026-09-04glm-5.3-flash8.2
#1glm-5.3-flashzai8.2
#2deepseek-v4-flashdeepseek7.5
#3poolside/laguna-s-2.1openrouter6.9
#4mimo-v2.5xiaomi6.7
▶Game Dev News Aug 29 2026 — Godot 4.7.2, Unity 7 roadmap (Unite Seoul), Gamescom 2026 record size, GDC 2026 genAI surveycontent2026-08-29mimo-v2.58.8
#1mimo-v2.5xiaomi8.8
#2deepseek-v4-flashdeepseek8.2
#3glm-5.3-flashzai8.1
#4poolside/laguna-s-2.1openrouter6.4
▶Best AI Coding Assistant for Game Development (2026) — comparison of Cursor, GitHub Copilot, Windsurf, Claude Codecontent2026-08-27deepseek-v4-flash8.8
#1deepseek-v4-flashdeepseek8.8
#2mimo-v2.5xiaomi8.4
#3poolside/laguna-s-2.1openrouter6.6
▶Snake Game in Phaser 3: Build It With an AI Bot (Wed tutorial slot)content2026-08-26deepseek-v4-flash8.1
#1deepseek-v4-flashdeepseek8.1
#2poolside/laguna-s-2.1openrouter6.7
#3mimo-v2.5xiaomi5.8
▶GameMaker Review 2026: Best 2D Game Engine for Beginners? (tool review)content2026-08-25deepseek-v4-flash9.2
#1deepseek-v4-flashdeepseek9.2
#2mimo-v2.5xiaomi8.6
#3poolside/laguna-s-2.1openrouter7.5
▶Local LLM NPCs: On-Device AI Characters (Sunday trends)content2026-08-23deepseek-v4-flash8.4
#1deepseek-v4-flashdeepseek8.4
#2poolside/laguna-s-2.1openrouter8.2
#3mimo-v2.5xiaomi7.6
▶Unreal Engine 6 at Unreal Fest Seoul: Unreal MCP in UEFN, UE 5.8, Stalker 2, Rider newscontent2026-08-22deepseek-v4-flash8.3
#1deepseek-v4-flashdeepseek8.3
#2mimo-v2.5xiaomi5.4
#3poolside/laguna-s-2.1openrouter5.0
▶WebGPU for Game Development: Ready in 2026? (research deep-dive)content2026-08-21deepseek-v4-flash8.3
#1deepseek-v4-flashdeepseek8.3
#2mimo-v2.5xiaomi8.3
#3poolside/laguna-s-2.1openrouter8.2
▶Phaser 3 Save System: How to Save Game Progress in Phaser (tutorial)content2026-08-19poolside/laguna-s-2.18.2
#1poolside/laguna-s-2.1openrouter8.2
#2mimo-v2.5xiaomi8.1
#3deepseek-v4-flashdeepseek7.9
▶modl.ai Review 2026 — AI game testing bots (Can AI bots test your game?)tool-review2026-08-18mimo-v2.58.3
#1mimo-v2.5xiaomi8.3
#2deepseek-v4-flashdeepseek7.5
#3poolside/laguna-s-2.1openrouter6.7
▶Beginner's guide to Phaser performance optimization (measure FPS, object pooling, renderer choice, 60fps)content2026-08-17deepseek-v4-flash8.9
#1deepseek-v4-flashdeepseek8.9
#2poolside/laguna-s-2.1openrouter7.3
#3mimo-v2.5xiaomi4.6
▶AI agents for game development — production-time teammates trend (2026)content2026-08-16mimo-v2.58.6
#1mimo-v2.5xiaomi8.6
#2poolside/laguna-s-2.1openrouter8.4
#3deepseek-v4-flashdeepseek8.2
▶Browser game physics engines: how they work (Matter.js vs Box2D/Planck.js vs Rapier)content2026-08-14poolside/laguna-s-2.18.0
#1poolside/laguna-s-2.1openrouter8.0
#2deepseek-v4-flashdeepseek7.8
#3mimo-v2.5xiaomi6.9
▶Build a Raycasting Engine in JavaScript (DOOM-Style 3D) — 2040s DOOM roadmap gamebuild2026-08-14mimo-v2.58.3
#1mimo-v2.5xiaomi8.3
#2deepseek-v4-flashdeepseek8.3
#3poolside/laguna-s-2.1openrouter7.9
▶GDevelop vs Godot vs Unity for beginners using AI toolscontent2026-08-13deepseek-v4-flash8.1
#1deepseek-v4-flashdeepseek8.1
#2mimo-v2.5xiaomi5.0
▶Phaser 3 endless runner tutorial for beginnersbuild2026-08-12deepseek-v4-flash8.4
#1deepseek-v4-flashdeepseek8.4
#2mimo-v2.5xiaomi7.1
#3poolside/laguna-s-2.1openrouter0.0
▶GDevelop Review 2026: Is It the Best No-Code Engine?content2026-08-11mimo-v2.53.0
#1mimo-v2.5xiaomi3.0
#2deepseek-v4-flashdeepseek2.0
▶Phaser gamepad controls for beginnerscontent2026-08-10deepseek-v4-flash8.2
#1deepseek-v4-flashdeepseek8.2
#2mimo-v2.5xiaomi6.8
▶AI Game Dev News Roundup - August 9, 2026news2026-08-09deepseek-v4-flash8.1
#1deepseek-v4-flashdeepseek8.1
#2mimo-v2.5xiaomi0.0
#3poolside/laguna-s-2.1openrouter4.5
▶AI Procedural Content Generation: Getting Started Guidecontent2026-08-07deepseek-v4-flash8.5
#1deepseek-v4-flashdeepseek8.5
#2mimo-v2.5xiaomi7.6
▶How to Build a Street Fighter Fighting Game with Phaser (2030s decade)build2026-08-07deepseek-v4-flash4.1
#1deepseek-v4-flashdeepseek4.1
#2poolside/laguna-s-2.1openrouter4.3
#3mimo-v2.5xiaomi0.0
▶Phaser vs PixiJS vs Three.js: Best JS Game Framework 2026comparison2026-08-06deepseek-v4-flash8.0
#1deepseek-v4-flashdeepseek8.0
#2mimo-v2.5xiaomi5.7
▶Phaser.js Platformer Tutorial: Tilemaps, Gravity, Collectiblescontent2026-08-05deepseek-v4-flash8.2
#1deepseek-v4-flashdeepseek8.2
#2mimo-v2.5xiaomi6.8
#3poolside/laguna-s-2.1openrouter0.0
▶Godot Engine Review 2026content2026-08-04deepseek-v4-flash8.2
#1deepseek-v4-flashdeepseek8.2
#2mimo-v2.5xiaomi7.5
#3poolside/laguna-s-2.1openrouter0.0
▶Beginner's Guide to Godot for AI Game Devcontent2026-08-03deepseek-v4-flash8.6
#1deepseek-v4-flashdeepseek8.6
#2mimo-v2.5xiaomi7.7
#3poolside/laguna-s-2.1openrouter0.0
▶AI Game Dev Tools 2026 — Production Pipelinescontent2026-08-02mimo-v2.58.1
#1mimo-v2.5xiaomi8.1
#2deepseek-v4-flashdeepseek7.5
▶Roblox Build, UE5.8 MCP, AI Shrinking Teams — News Roundupcontent2026-08-01mimo-v2.58.1
#1mimo-v2.5xiaomi8.1
#2deepseek-v4-flashdeepseek7.8
#3qwen/qwen3.7-flashopenrouter7.7
▶Space Invaders (1990s decade)build2026-07-31mimo-v2.57.7
#1mimo-v2.5xiaomi7.7
#2deepseek-v4-flashdeepseek7.0
#3qwen/qwen3.7-flashopenrouter1.6
▶Pac-Man (2010s decade)build2026-07-31deepseek-v4-flash8.2
#1deepseek-v4-flashdeepseek8.2
#2mimo-v2.5xiaomi7.5
#3qwen/qwen3.7-flashopenrouter0.0
▶Inworld AI Review — Real-Time AI NPC Platformtool-review2026-07-28mimo-v2.58.0
#1mimo-v2.5xiaomi8.0
#2deepseek-v4-flashdeepseek7.5
▶How to Build AI NPCs for Your Browser Gameguide2026-07-27mimo-v2.5-pro9.0
#1mimo-v2.5-proxiaomi9.0
#2deepseek-v4-flashdeepseek7.8
▶AI Game Dev Trends — July 2026trend2026-07-26deepseek-v4-flash7.1
#1deepseek-v4-flashdeepseek7.1
#2mimo-v2.5-proxiaomi7.2
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#1mimo-v2.5-proxiaomi9.3
#2deepseek-v4-flashdeepseek8.8
▶Asteroids (2000s decade)build2026-07-24deepseek-v4-flash8.7
#1deepseek-v4-flashdeepseek8.7
#2mimo-v2.5-proxiaomi8.2

Builder Models

commandcode
deepseek-v4-flash[pass]minimax-m3[pass]gpt-6-luna[pass]ling-3.0-flash-fin-free[--]
opencode-go
mimo-v2.6-flash[pass]glm-5.3-flash[pass]muse-spark-1.3-contributor[pass]hy3[pass]longcat-2.0[pass]space-bunny-free[pass]
openrouter
poolside/laguna-s-2.1[pass]

Judge Models

openrouter
qwen/qwen3.7-flash[pass]

🔬 Research Models

commandcode
mimo-v2.6-pro[--]

📋 Planner Models

xiaomi
mimo-v2.5-pro[pass]

✅ QA Models

zai
glm-5.2[pass]
Last updated: 2026-09-30